Holy fucking shit, I was thinking of converting Curse of Strahd to PF, as Barovia is a simply perfect fit for my own setting.

But I make sure my stuff is internally consistent, and 5E statblocks run on mushroom magic.

Every. Fucking. NPC. In the book is like a random creature with a random amount of HD and special abilities.

Gonna run it in 5E and just gloss over the insanity of an ancient fucking vampire lord being taken down by some mid-level adventurers.

Or, y'know, the village militia if they ever got one round to fire bows at him. Because he has an AC of 16 and just takes half damage from non-magical stuff.
 
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Name: Vee
Alias: The Beast-Keeper, The Fire Tamer
Alignment: Chaotic Neutral
Age: 14
Race: Human
Level: 15 (114,033/120,000 XP)
Class: Mystic 5/Warden of the Wilds 10
Feats: Ashbound Summoning, Augment Summoning, Greenbound Summoning, Graft Flesh, Greater Touch of Healing, Elemental Summoning, Spellcasting Prodigy, Spell Focus (Conjuration), Superior Summoning, Versatile Spellcaster
Class features: Unbound Power III (Domains: Travel, Nature, Renewal, Balance), Beastmaster IV (Wild Empathy), Of Rivers Trees and Stone III, Tender Care III, Animalistic Senses (+10)
Senses: Low-Light Vision, Darkvision

Languages Spoken: Low Valyrian (Braavosi, Marshland Patois, Stepstones), Speak With Animals, Westerosi Common, Draconic [poor]

Description: Vee's appearance is a study in contrasts. She has long since abandoned the rough cloth smock for finer made and more brightly colored clothes, though she still prefers earthy colors that match her light green eyes. She only arranges her auburn hair in the simplest braid and continues to staunchly refuse footwear.

HP: 145/145
AC:
10 + 4 (DEX) + 12 (Glamered Reinforced Segmented Adamantine Fullplate +3) + 6 (Animated Extreme Shield +3) +2 (vs Evil) = 32/34
Initiative: +4 (DEX)
Attack: +11/+6/+1 [+15/+10/+5; +15 (Touch or Ranged Touch)]
Spell Save: 10 + 6 (WIS) +1 (SP) + spell level; +1 Conjuration
Weapon Proficiency: Dagger, Sling
Immunities: Possession/Mental Control, All Death Spells, Magical Death Effects, Energy Drain, and any Negative Energy Effects, Mind-Affecting Effects, Divination, Baleful Polymorph [Single use]
Resistances: Cold 5, Electricity 5
DR 3/--

STATS:
7* (-2) Strength
14 +4 = 18 (+4) Dexterity
16 +4 = 20 (+5) Constitution
12 (+1) Charisma
12 +2 = 14 (+2) Intelligence
17 +6 = 23 (+6) Wisdom

*+8 for the purposes of determining carrying capacity

SAVES:
FORTITUDE: 11 + 5 (CON) + 5 + 6 (CV) = 27
REFLEX: 4 + 4 (DEX) + 5 = 13
WILL: 11 + 6 (WIS) + 5 = 22

SKILLS:
Concentration
: 18 + 5 (CON) + 6 (CV) = 29
Handle Animal: 18 + 8 (ORTS) + 6 (WIS) = 32
Heal: 14 + 6 (WIS) + 8 (ITH) = 28
Knowledge (Arcana): 2 + 2 (INT) + 4 (CV) = 8
Knowledge (Nature): 18 + 8 (ORTS) + 2 (SYN) + 2 (INT) + 4 (CV) = 34
Knowledge (The Planes): 2 + 2 (INT) + 4 (CV) = 8
Listen: 0 + 6 (WIS) + 10 (AS) + 4 (CV) = 20
Search: 0 + 6 (WIS) + 10 (AS) = 16
Spellcraft: 18 + 2 (INT) = 20
Spot: 13 + 6 (WIS) + 10 (AS) + 4 (CV) = 34
Survival: 10 + 8 (ORTS) + 6 (WIS) = 24

Travel Domain
Nature Domain
Renewal Domain
Balance Domain

Spells Known (Caster Level 15):
Level 0: Light, No Light, Create Water, Purify Food and Drink, Cure Minor Wounds (6/day)
Level 1: Cure Light Wounds, Command, Conviction, Lesser Vigor, Moment of Greatness, Magic Missile(RotF), Resurgence, Shield of Faith, Summon Monster I,Summon Nature's Ally I, Longstrider, Entangle, Charm Person, Make Whole (6+2/day)
Level 2: Animal Trance, Augury, Boneshaker, Cure Moderate Wounds, Elation, Healing Lorecall, Summon Monster II, Summon Nature's Ally II, Tyche's Touch, Locate Object, Barkskin, Lesser Restoration, Calm Emotions (6+2/day)
Level 3: Alter Fortune, Cure Serious Wounds, Dispel Magic, Fireball(RotF), Greater Magic Fang, Invisibility Purge, Shield of Warding, Summon Monster III, Summon Nature's Ally III, Fly, Plant Growth, Remove Disease, Clarity of Mind (6+2/day)
Level 4: Assay Spell Resistance, Cure Critical Wounds, Freedom of Movement(RotF), Hallucinogenic Smoke, Poison, Pronouncement of Fate, Summon Monster IV, Summon Nature's Ally IV, Dimension Door, Death Ward, Reincarnate, Dismissal (6+1/day)
Level 5: Doomtide, Plane Shift, Revivify, Summon Monster V, Summon Nature's Ally V, True Seeing, Teleport, Wall of Thorns, Pillar of Life, Mass Sanctuary (6+1/day)
Level 6: Greater Dispel Magic, Heal, Stone Body, Summon Monster VI, Summon Nature's Ally VI, Find the Path, Undeath to Death, Heroes' Feast, Banishment (6+1/day)
Level 7: Destruction, Particulate Form, Greater Teleport, Regenerate, Greater Restoration, Word of Balance (4+1/day)

Grimoire of High Arcana:
Level 1: Entropic Shield, Sign
Level 2: Divine Insight
Level 3: Mass Aid, Mass Resist Energy

Spell-Like Abilities (Caster Level 15):
Spell-Like Abilities (Caster Level 10):
Special Abilities:
  • Traveler's Freedom (Su): Automatically affected as the spell Freedom of Movement whenever one would be hindered by magical effects that impede movement (15 rounds/day)
  • Animalistic Senses (Ex): You possess Low-Light Vision and Darkvision, and can attempt to spot or hear something you failed to notice previously once per round per skill as a Free Action (such attempts are ordinarily Move Actions).
  • Greater Touch of Healing (Su): As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You may heal subjects fully (At Will)
  • Breath of Life (Su): If you fall below 0 hit points, you regain a number of hit points equal to 1d8 + your Charisma modifier. This ability functions once per day. If an attack brings you to -10 hit points or lower, you die before this power takes effect.
  • Venomous Stare (Sp): As a standard action, you can activate a gaze attack with a 30-foot range This is an active gaze attack that can target a single creature within range. The target must make a Will Save (DC 21). Those that fail take 1d6+3 points of nonlethal damage and are fascinated until the beginning of your next turn. (9/day)
  • Greater Imbued Summoning: When you cast a Summoning spel, you can choose to grant the Summoned creature the benefit of any spell of 6th level or lower you can cast that has a range of touch. You cast the spell you wish to grant the creature at the same time you cast your Summoning spell. The creature gains the benefit of the spell when it appears.
  • Channel Vigor: Select one of the following effects, which can be changed as a Move Action. Currently using "Torso" effect.
Contingency Spells: Renewal Pact; Stalwart Pact

Animal Companion:
Slither (Medium Animal)

Vee's Bestiary Part 1

Vee's Bestiary Part 2

Anklets of Translocation: 2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.

Bead of Karma: 1/Day as a Standard Action, you can increase your Divine caster level by +4 for 10 minutes.

Circlet of Rapid Casting:
  • 3 Charges/Day: 1 Charge (Cast a single spell of 2nd level or less as a Swift Action), 2 Charges (3rd level spell), 3 Charges (4th level spell)
Gloves of the Starry Sky: +4 Dexterity
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Radiant Earring of Arcane Acuity:
  1. 3 Charges/Day: 1 Charge(Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
  2. 1/Day: Negate stun, daze, confusion, fascination (Does not include the effects of Chronomancy)
  3. Immunity to blindness and dazzling effect
  4. Convert any spell of 3rd level and above to Fireball.
Greater Restorative Amulet of Protection from Evil: +2 Intelligence
  1. Constant Protection from Evil effect.
  2. 3/Day when you heal someone of damage, you can benefit from the same amount of healing.
  3. 5/Day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
  4. Hold breath for up to 12 hours before having to make a Constitution check.
  5. Convert any spell of 4th level and above to Freedom of Movement.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Muleback Cords(Slotless): Strength score as 8 higher than normal when determining his carrying capacity.

Raiment of the Four (Incomplete): Uniting the magic of three enchanted items (Gloves of the Starry Sky, Greater Radiant Earring of Arcane Acuity, Greater Restorative Amulet of Protection from Evil) grants the following benefits:
  1. 2 Pieces: Gain resistance to cold 5; this stacks with any similar resistances you have from your race, class, or template.
  2. 3 Pieces: Gain resistance to cold 5 and electricity 5, which stacks as described above.
Ring of Healing Vigor Powers (Slotless): +4 Constitution
  • Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Ring of the Beast:
  1. Whenever you use a Summon Nature's Ally spell, you may expend a spell slot of one level lower than the spell being cast.
  2. The wearer becomes cognizant of all spellcasting that occurs within 60 feet, and she can identify the spell being cast (even if she can't see its casting or effect) on a successful Spellcraft check (DC 15 + spell level). If this identification succeeds, the wearer can choose 1/Day to have the ring counterspell (without readying a counterspell action or making a dispel check) or can change the target or the point of effect of the spell to any target or point within 60 feet (including herself if she chooses to redirect a potentially beneficial spell). If the wearer chooses an illegal target (an animal for a humanoid-affecting spell, for instance, or a point of effect outside the spell's range as measured from the original caster), the spell functions normally and the redirection is wasted. If the wearer ends up in the area of a retargeted spell, she experiences the effect of the spell as normal.
Runestaff of the Dawn
Runestaff of the Dawn

This +3 Winterbane Quarterstaff is in fact a Legendary Item, born from the rebirth of the Tree of the Dawn Age and granted by the Old Gods to the Companion of Viserys Targaryen known as Vee. The pale wood of the staff is wrapped in lines of golden moss, that can radiate light up to that of a torch at the wielder's command. As a Legendary Item, the Runestaff of the Dawn has access to a Legendary Power pool of 3/day, increasing to that of its wielder when they complete a Mythic Ascension, with the charges recharging at sunrise.

Once bonded to a Mythic Creature, the staff reveals its Legendary Powers in the following order as its wielder acquires further Mythic Ranks: Perfect Surge, Powerful, Light of Dawn.
Light of Dawn: This ability acts as a modified Undetectable, granting the same effects whilst its wielder is invisible and holding the staff. Additionally, it allows the staff's wielder to expend two uses of Legendary Power to wreath themselves in a corona of blinding light which is the bane of Winter, bringing dawn to the night. All darkness spells within 100 ft of the wielder are immediately dispelled. Any creatures of Always Winter within that area when the effect is triggered must make a Fortitude Save against DC [10 + 1/2 Wielder's HD + Wisdom Modifier] or be blinded for 1 round. Until the end of the encounter, the wielder is considered to have total concealment. The light which creates this concealment is considered an Extraordinary effect.

The Runestaff of the Dawn grants the following spells to its wielder as a standard Runestaff:
  • Summon Swarm (Ravens only; Can see through their eyes as Chain of Eyes; Counts as a level 3 spell)
  • Forest Sense (Counts as a level 4 spell)
  • Tree Stride (Includes Weirwoods; Treat as oak, ash or yew; Counts as a level 5 spell)
  • Unyielding Roots (Counts as a level 6 spell)
  • Rain of Roses (Takes the appearance of a rain of Weirwood Leaves; counts as a level 7 spell)
  • Earthquake (Counts as a level 8 spell)
  • Undermaster (May be cast as swift action for 1 use of mythic power; Alternatively gains a duration of 5 minutes for 3 uses of mythic power; Counts as a level 9 spell.)
The staff shares the ability of the Runestaff of the Old Gods to Tree Stride between any two Heart Trees no matter the distance, however this is dangerous to the mind while the Gods are wrathful. It also contains one final power, an echo of the vast ritual known as the Hammer of the Waters, which was used to shatter the Arm of Dorne during the Dawn Age. This spell may be cast 1/day and grants a wielder with Mythic Ranks access to its Mythic variant.

Soulfire Mithral Bracelets (+1):
Immune to all death spells, magical death effects, and energy drain, and any negative energy effects

Whistle of Beast Speech: Speak With Animals (At Will)

Scrolls:
5x Bless
2x Dimensional Anchor
2x Life Bubble
5x Panacea
2x Pillar of Life
1x Plane Shift
4x Recitation
2x Restoration
5x Resurgence
2x Revivify
1x Sending

Equipped Magic items: Anklets of Translocation, Animated Extreme Shield (+3), Bead of Karma, Bead of Newt Prevention, Belt of the Serpent God, Calligraphy Wyrm, Circlet of Rapid Casting, Glamered Reinforced Segmented Adamantine Fullplate (+3), Gloves of the Starry Sky (+4 DEX), Greater Radiant Earring of Arcane Acuity, Greater Restorative Amulet of Protection from Evil (+2 INT), Greater Ribbon of Disguise, Mind Blank Ring, Muleback Cords(Slotless), Ring of Healing Vigor (Slotless) (+4 CON), Ring of Prestidigitation[At-Will] (Slotless), Ring of the Beast, Ring of Sustenance (Slotless), Soulfire Mithral Bracelets (+1), Whistle of Beast Speech
You know, even completely ignoring her Summoning abilities, Vee is pretty well rounded. Tons of versatility, great healing, decent blasting, and with this latest level up, some really good buffing, too.
 
Holy fucking shit, I was thinking of converting Curse of Strahd to PF, as Barovia is a simply perfect fit for my own setting.

But I make sure my stuff is internally consistent, and 5E statblocks run on mushroom magic.

Every. Fucking. NPC. In the book is like a random creature with a random amount of HD and special abilities.

Gonna run it in 5E and just gloss over the insanity of an ancient fucking vampire lord being taken down by some mid-level adventurers.

Or, y'know, the village militia if they ever got one round to fire bows at him. Because he has an AC of 16 and just takes half damage from non-magical stuff.

What even is the point of adventurers in 5E? I mean the vampire might raise his undead troops but then why doesn't he do that against the plucky adventurers?
 
Trying to make sense of the 5e character stats from Curse of Strahd gave me a headache.

I guess it would make more sense if I knew the system even slightly, but there just seemed to be a lot of missing information.
 
In the Scales of Honor

Eighth Day of the Tenth Month 293 AC

Talk of ancient gods and the powers that they may bequeath is unlikely to receive a warm welcome today given how how troubled the Lord of Storm's End is, and no amount of gifts can change that, and so you take instead a far more natural track of conversation. "Which Houses are likely to follow you in raising your banners, and which would hold with your elder brother?" That you do not call him 'Usurper' is out of respect for Stannis' feelings on the matter, though you suspect he would agree with the term.

"Less than might be hoped, even when counting those more inclined to bow to dragons over stags." The words sound as though they lay strangely upon his tongue, but he presses on regardless. "Many of the lords who were close with Renly turned cold and suspicious as the false lord made it clear that he would leave Storm's End. Without the truth being told all they had to show for it was some nonsense about me poisoning 'Renly' against them. If only they knew how much their friendship was worth... but then I suppose they could not tell the difference between one smile at feast time and another."

You wince inwardly at the realization of how much the 'brothers' Baratheon had hurt each other over the months of living side by side under the under the weight of secrecy. Dany looks like she might say something, whether chastisement, comfort, or both together you do not know for she closes her mouth with a shake of her head.

Thus Stannis continues with his account: "Chief among these are Lord Bryce Caron of Nightssong and Lord Guyard Morrigen, though doubtlessly there are scores of lesser knights who think the same."

"It is all too easy to count wicked the lord who does not pour silver into one's pocket and wine in one's belly," Maester Cressen agrees sadly. A moment later he adds: "Though if you will forgive an old man's nagging, my lord, perhaps now is the time to clear the air with Lord Casper Wylde. He is less troubled by the dearth of feasts and more suspicious of any hint of magic after his daughter's death." Turning to you he explains. "She was killed by a witch's curse, a hard death from what I heard, and the woman's death did little to sooth his sorrow."

"And what then should I tell him?" Stannis grinds out, clearly an old argument brought to light. "That there was no sorcery involved in my taking up lordship of Storm's End when the one who abdicated in my favor was not even Renly but merely the being he sold his face and birthright to? How much 'proof' do you imagine I could show Lord Wylde before the truth begins to show through?"

The old maester shakes his head, not convinced, but unwilling to take the conversation any further.

"Which lords do you most trust then, my lord?" your mother asks, breaking the awkward silence that follows.

"Gulian Swann, Lord of Stonehelm," comes the swift reply. "After it was proven that Devils tried to blacken my name, he rode in person to Storm's End to express his regrets." From the tone it is clear Stannis does not bear a grudge there. "Then I would name Lord Hugh Grandison of Grandview and Lord Alesander Staedmon of Broad Arch. Both are men who appreciate a steady hand in judgement at least, though given how eager Staedmon was to get any mages he found off his land he might still make trouble at the prospect of new laws regarding sorcery."

"Ralph Buckler, Lord of Bronzegate, is likely to go the way of Walder Frey should he see a dragon or two above his battlements," Cressen continues. "He is a cautious man."

"Craven you mean?" the Lord of Storm's End asks with disgust above what he would reserve for his enemies you suspect. In that much at least he is like his elder brother, not that you intend to point it out.

Cressen clears his throat. "Of the remaining former loyalists the most notable are House Cafferen which I am sorry to say holds little love for your House, Your Grace, after the fate of their former lords..." Having his head packed in salt and sent to your father by Randyll Tarly, he refrains from expanding upon it, likely due to your mother's presence. "Lord Fell will likely refuse to..."

"I've already secured his allegiance," you interject. In truth Ser Richard had secured his uncle's pledge, not that he had set out to do that from the start.

Though Stannis' jaw twitches in annoyance he does not speak up. What is he to say after all? He had made the same choice as Lord Fell in the end. "I assume the same is true of House Connington, then?"

In response you simply nod, the Tourney had given you the chance to gain Red Ronnet's pledge.

All told that leaves House Trant, House Dondarrion, House Peasebury, House Penrose, and House Whitehead likely to declare for the Usurper out of lingering loyalty to him with House Estermont uncertain as to how the bonds of blood and loyalty should fall, for while Ser Davos had been instrumental in ending a diabolic cult in Greenstone this one had not threatened the lord's family directly. Lastly there is Lady Shyra Errol of whom little is known for she is just come into her inheritance, though given that she is much courted one can anticipate that her choice of husband will be telling as to her intentions.

"Who would Lord Selwyn Tarth call his banners for?" Dany asks, you suspect remembering another heiress not yet come into her own. What had the Chosen of the Warrior been doing all this time? Would the girl even be interested in her inheritance?

"He has shown himself to be a pious man, though not overly harsh on mages in his lands, and one of the least troubled by the change in lordship," Maester Cressen explains. "Whether that will hold true under present circumstances is... more than I can say."

"What of others who might already have raised the dragon banner, hedge knight and smallfolk?" you ask as delicately as you can, knowing that Stannis is all too likely to call such men bandits no matter which side he finds himself on.

"There are some reports of that sort from around Griffin's Roost and Weeping Town both." For a long moment Stannis stares through you as he too struggles to choose his words. "They do little good to anyone and much harm by preying upon the smallfolk and claiming they do it in your name. It would be best if they were stopped."

What do you do next?

[] Write in

OOC: This was a lot of rolling and I just did not feel up to doing even more of it for supernatural happenings tonight. Also sorry if this feels too much like one big list, but there is just so many houses that I could not give as much attention as I would have liked to each one.
Tracking this post for later scheming, as promised. TBH if we have time at the end of the month we can knock out a few of these really, really easily, making Stannis' base of local support all the stronger than only trusting Swann implicitly. He needs at least two more steadfast local allies minimum and I think we can secure them with ease whereas he might struggle.
 
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Gonna run it in 5E and just gloss over the insanity of an ancient fucking vampire lord being taken down by some mid-level adventurers.

That's actually the point. Strahd is not particularly powerful (ever if still very scary with summons and invisibility and regeneration). Strahd is a jealous nobleman turned Vampire Lord who is tortured by then Dark Powers and cannot actually die. Adventurers deal with such and after a while, gets resurrected because said entities are not done with their entertainment.

Now, is such a bad design choice, to have the BBEG be that underwhelming? Perhaps. When I had ran such, used those unique zombies, several undead ogres, shadows and animated portraits in said final encounter. All the while, poison was suffusing the area which conveniently all of the above are immune to.

Every Lord must have a retinue, after all.
 
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So While I'm sure these random odds and ends are nice to deal with, and Westros is going to dealt with just this side of never. Are there any particular plans to take out the Golden Company before they get powerful enough that they'll be able to do the Legion serious damage?
 
[X] One Autumn Leaf

"Huh? How's that magically different from home?"
- @Deliste


[X] One Autumn Leaf

It isn't too different really.

Magical Australia, where everything wants to eat you, kill you, use your still living body to incubate its young, or worse...

Crocodile, everything, we're actually good at managing the birthers, platypus.
Adhoc vote count started by Deliste on Jul 7, 2019 at 2:02 AM, finished with 119 posts and 8 votes.

  • [X] Speak to the smallfolk first to learn more of the happenings on Tarth
    -[X] Go into the town disguised as a merchant.
    -[X] Suss out any rumours regarding House Tarth - more specifically the deeds of the daughter.
    --[X] Look specifically into her character as a person. Is she merciful or merciless? Naive? That sort of thing.
    --[X] Rumour regarding the Lord Tarth. Is he a kind lord? Cruel? Just? How he feels about his daughter running around like she does?
    -[X] Any rumours regarding monster sightings nearby or anything supernatural.
    -[X] Rumours regarding the loyalty of House Tarth to the Dragons, any supporters/allies he may have found in that regard.
    [X] Goldfish
 
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Vote closed.
Adhoc vote count started by DragonParadox on Jul 7, 2019 at 2:51 AM, finished with 121 posts and 9 votes.

  • [X] Speak to the smallfolk first to learn more of the happenings on Tarth
    -[X] Go into the town disguised as a merchant.
    -[X] Suss out any rumours regarding House Tarth - more specifically the deeds of the daughter.
    --[X] Look specifically into her character as a person. Is she merciful or merciless? Naive? That sort of thing.
    --[X] Rumour regarding the Lord Tarth. Is he a kind lord? Cruel? Just? How he feels about his daughter running around like she does?
    -[X] Any rumours regarding monster sightings nearby or anything supernatural.
    -[X] Rumours regarding the loyalty of House Tarth to the Dragons, any supporters/allies he may have found in that regard.
    [X] Goldfish
 
Vee deserved a Mythic Rank, but we blew it all on a Zomok and some more Greenseers :cry:

Well then, she'll have to tear it from the mewling corpses of her enemies !
She got her Mythic Artifact out of it.
If she actually gets her own Ranks sooner or later they'll bring even more boni than usual by unlocking features of the Staff of Dawn.
You know, even completely ignoring her Summoning abilities, Vee is pretty well rounded. Tons of versatility, great healing, decent blasting, and with this latest level up, some really good buffing, too.
Speaking about the staff, could you add those spells it gives her to her list or somewhere near it for better overview?
 
What the Hell.

Did anyone notice that the trees in Quarth, the ones they make Shade of Evening from, are color-inverted Weirwoods?
Black bark and blue leaves.

I want to study that as soon as possible. Does our expedition go by Quarth to Yi-Ti or take another route?
I refuse to believe that the only two magical kinds of Trees on Planetos, with that kind of connection are not somehow related.
 
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Just got into a pretty big fight with my Dad... in the middle of my vacation yeah, I know.

Just wanted y'all to know in case he loses his head and tries capping my ass and I stop posting at any point before the start of the 10th. If I clear that date and you see me online you can clear your calendars and stop scanning the obituaries. :eyeroll:
 
Just got into a pretty big fight with my Dad... in the middle of my vacation yeah, I know.

Just wanted y'all to know in case he loses his head and tries capping my ass and I stop posting at any point before the start of the 10th. If I clear that date and you see me online you can clear your calendars and stop scanning the obituaries. :eyeroll:
Dont die, we need you here.
 
What the Hell.

Did anyone notice that the trees in Quarth, the ones they make Shade of Evening from, are color-inverted Weirwoods?
Black bark and blue leaves.

I want to study that as soon as possible. Does our expedition go by Quarth to Yi-Ti or take another route?
You've been reading that Trekkie-OC fic, haven't you?
:p
 

/jk
I shan't kinkshame you for that. It's my guilty pleasure too... It keeps promising a huge war against the NK and some interesting First Contact stuff, after all !

But I also checked up the Wiki afterwards to make sure that wasn't something the autor of that made up.
It's appearantly true, fuck the show for not even trying to show it.
Honestly, I just assumed that they were weirwoods which the Undying twisted for power. Blue leaves? Well, it's the color given by excessive use of shade of the evening, after all...

Just got into a pretty big fight with my Dad... in the middle of my vacation yeah, I know.

Just wanted y'all to know in case he loses his head and tries capping my ass and I stop posting at any point before the start of the 10th. If I clear that date and you see me online you can clear your calendars and stop scanning the obituaries. :eyeroll:
Finding your obituary without your IRL name would be difficult. Unless @Duesal would tell us?
 
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/jk
I shan't kinkshame you for that. It's my guilty pleasure too... It keeps promising a huge war against the NK and some interesting First Contact stuff, after all !


Honestly, I just assumed that they were weirwoods which the Undying twisted for power. Blue leaves? Well, it's the color given by excessive use of shade of the evening, after all...


Finding your obituary without your IRL name would be difficult. Unless @Duesal would tell us?
Was mostly sarcasm felt from petty spite, and TBH I don't have a problem with most of you knowing that information, but I know better than to post personal details on boards.

Such a shame we don't have some kinda Shadow Cabal on Discord or IRC eh? :V
 
Such a shame we don't have some kinda Shadow Cabal on Discord or IRC eh? :V
I'm not sure I understand your post. Do we have a shadow cabal on Discord? If we do, I'm not on it :cry:
AFAIK when it came up people were saying things like "don't split the discussion even more, there' already enough info flying around in private PMs..."

In any case, I applaud your grasp on the basics of forum use :D
I wasn't actually asking for your name - I was mostly nudging Duesal to tell us if you died. You two have met IRL, right? He'd probably be able to find your obituary!

I do wish you good luck though. Please practice your bullet-dodging, just in case.

It's not even guilty pleasure?

I mean, it's decent writing, nowhere close to the power-fantasy or bad cliches some OCs can be.
To each their own, I guess.
Still, you're right that it isn't badly written or anything.
 
Winning vote
Adhoc vote count started by DragonParadox on Jul 7, 2019 at 2:51 AM, finished with 121 posts and 9 votes.

  • [X] Speak to the smallfolk first to learn more of the happenings on Tarth
    -[X] Go into the town disguised as a merchant.
    -[X] Suss out any rumours regarding House Tarth - more specifically the deeds of the daughter.
    --[X] Look specifically into her character as a person. Is she merciful or merciless? Naive? That sort of thing.
    --[X] Rumour regarding the Lord Tarth. Is he a kind lord? Cruel? Just? How he feels about his daughter running around like she does?
    -[X] Any rumours regarding monster sightings nearby or anything supernatural.
    -[X] Rumours regarding the loyalty of House Tarth to the Dragons, any supporters/allies he may have found in that regard.
    [X] Goldfish
 
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